+ spellMenus.push_back(res->spellMenuPrototype);
+ // TODO: insert spell menu entries
+ ikariMenus.push_back(res->ikariMenuPrototype);
+ // TODO: insert ikari menu entries
+ heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
+ }
+ // TODO: insert item menu entries
+ itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadInventory() {
+ const Inventory &inv(*res->inventory);
+ itemMenu.Clear();
+ itemMenu.Reserve(inv.MaxItems());
+ itemMenuStrings.clear();
+ itemMenuStrings.resize(inv.MaxItems());
+ int itemNameLength(itemMenu.CharsPerEntry() - 3);
+ // TODO: better (maybe intrusive) solution for menus with counts
+ for (int i(0); i < inv.MaxItems(); ++i) {
+ const Item *item(inv.ItemAt(i));
+ if (item) {
+ std::stringstream s;
+ s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name();
+ s << ':';
+ s << inv.ItemCountAt(i);
+ itemMenuStrings[i] = s.str();
+ itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon());
+ } else {
+ itemMenu.Add("", 0, false);
+ }